Hi
Anyone knows if Java2D transformations will have some sort of acceleration in J2SE 1.5?
Now they sucks…
Hi
Anyone knows if Java2D transformations will have some sort of acceleration in J2SE 1.5?
Now they sucks…
They should have gotten a bit faster in 1.4.2 because they’ve improved the math performance somewhat. In the server VM at any rate. They’re unlikely to get any faster though because of they way it all works.
Cas
Isn’t java 2d being implemented on top of OpenGL in Tiger for linux and solaris? I’d have guessed that the new implementation will use accelerated transforms, I could be wrong tho…
Campbell!
Kev
[quote]Isn’t java 2d being implemented on top of OpenGL in Tiger for linux and solaris? I’d have guessed that the new implementation will use accelerated transforms, I could be wrong tho…
Campbell!
Kev
[/quote]
I hope you’re right!
I’m basing my game heavly on rotations and because I don’t want a fake 2D engine made with Java3D I must use Java 2D and hope in the future!
Maybe Sun will use openGL in windows VM also for 2D graphics… ???
Worth checking out this in the JOGL forum:
http://www.java-gaming.org/cgi-bin/JGNetForums/YaBB.cgi?board=jogl;action=display;num=1060784520
Seems like the windows version won’t be moved over straight away, seems bizzare!
If you repost the question to that thread, you might catch Campbell’s attention who appears to be someone working on it (maybe I should know who this is?)
Kev
Not that bizarre… They already have HW acceleration on Windows… they have to focus their efforts where it will pay off the most… so delaying the Windows OpenGL acceleration layer may make sense at the moment. I don’t doubt that they are aware of the longer term benefit of getting the OpenGL layer on Windows too.
[quote]Isn’t java 2d being implemented on top of OpenGL in Tiger for linux and solaris? I’d have guessed that the new implementation will use accelerated transforms, I could be wrong tho…
Campbell!
Kev
[/quote]
Yep, for more info, see the thread over in the JOGL forum. We definitely try to accelerate complex transforms in hardware, especially when rendering images to accelerated surfaces. It’s pretty amazing having this stuff work at hardware speeds. (Turn on bilinear filtering, and you don’t even take a performance hit!)
Chris
Cool!
This means there’s a hope that we will have hardware transformation using ONLY Java2D (not other non-standard libraries) in release 1.5?
That’s the hope… In 1.5 you will get hardware acceleration of transforms when the OGL-based Java 2D pipeline is enabled.
Chris
Can/are transforms accelerated with the DirectX rendering in 1.5?
[quote]Can/are transforms accelerated with the DirectX rendering in 1.5?
[/quote]
Hi Sam (I mean Steve, er, Scott :)),
Probably not in time for 1.5, but we hope to get there soon.
Chris
Dear God nooo!!!
pls don’t release 1.5 with HW transforming supported for Linux, and not Windows!!
HW Acceleration is All or nothing;
if the API only accelerates 50% of the necessary features for a game, its pretty much useless for anything but tech demos >:(
Yeah, I’m going to have to echo what Gregory Pierce has been saying in another thread… The Windows platform is a huge market relative to all X11 systems combined. The accelerated transforms will be effectively unnoticed and certainly nothing that programmers could rely on if the majority of Java installations don’t have it.
If you can’t please everyone you should at least please as many as you can :)… OpenGL acceleration on Windows and Linux at the same time would be ideal… but if you have to use one as a stepping stone to the other, maybe it does make sense to start with Windows? (too late for that of course… but if the WGL stuff can happen at the same time or very soon after X all the better)